So I'm in the last stage of finishing up my highly detailed map but got to around 100.7% physics when I compiled. So in an effort to reduce this, I removed the physics on a bunch of models and replaced them with func_brush/no render's. I also went around and made many unnecessary displacements not have any physics.

Yet here I am, and after all that effort my physics on compile has jumped from 100.7% to 101.4%.

So I'm in the last stage of finishing up my highly detailed map but got to around 100.7% physics when I compiled. So in an effort to reduce this, I removed the physics on a bunch of models and replaced them with func_brush/no render's. I also went around and made many unnecessary displacements not have any physics.

Yet here I am, and after all that effort my physics on compile has jumped from 100.7% to 101.4%.

im not sure how to solve your problem, but placing brushes around your props seems to me like a waste of file size and resources. You can set bounding box as physics for a prop without addig extra brushes.

Physics data is not a hard limit, you don't really need to pay it any attention. Also, using func_brush as a replacement for prop collision isn't wise because sticky bombs cannot stick to brush entities.

also, semi-related fun hack: i make stickies stick to func_brushes by making an identical, fully blockbullets func_Detail entity in the same place as the func_brush, so they share all the same faces etc. the stickies put priority on the blockbullets and stick to it.